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/vr/ - Retro Games

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>> No.7149670 [View]
File: 276 KB, 1875x895, propmaking.png [View same] [iqdb] [saucenao] [google]
7149670

>>7144905
>>7144947
Aliens was also in that mix. Initially, they even entertained the idea of licensing the rights for Aliens, and saw it was available, but then on second thought realized they wanted full creative control (and profits), and thought they could make something more novel by crossing two paths which at the time weren't often crossed, hellish fantasy demons and sci-fi action. They were massive fans of Evil Dead and Alien, and figured they could combine a lot of the elements and traits of both Evil Dead 2 and Aliens; a spacebase/moonbase with futuristic plasma guns and megacorporate space marines, and hell coming out of holes in reality to possess and murder people, unleash powerful demons, and then shooting at these various demons and possessed people with shotguns and carving them up with a chainsaw.

Overall, a lot of the art and design was done very much in a B-movie way (kinda like Evil Dead and stuff). There's some influences here from art by H.R Giger, separate from Aliens itself, and Sandy Petersen would be hired as a level designer during development, which was a man who had a long and passionate attachment to the written works of H.P Lovecraft (and whatever else may be inspired by them, including movies), so much so that he was one of the main driving forces to popularizing Lovecraft's works by developing the Call Of Cthulu pen & paper RPG, a work which really gave it a lot of new attention and which has influences in popular culture since. Naturally, his affinity for these works would rub off a lot on the development on Doom and Doom 2, and especially on Quake. His overall lengthy experience with developing and playing pen & paper games and their modules also contributed to his approach in making levels (if you think about it, designing a level for a game like Doom or Quake is kind of like a Dungeon Master planning out a dungeon crawl).

>> No.6560503 [View]
File: 276 KB, 1875x895, propmaking.png [View same] [iqdb] [saucenao] [google]
6560503

>>6560127
Doom's aesthetics are very much like B-movie horror prop and effects making. It's a mix of methods and styles which together makes for distorted, yet cohesive visuals.

For design, it's a mix of heavy metal album cover aesthetics and a very Used Future aesthetic. You're on a futuristic moonbase in the year 2XXX, there's plasma guns and teleporters, but you've still got old hunting shotguns with wood furniture as common weapons (they were like $50 each at Cabela's, they're enough for Phobos security, right?), and the buildings are mildly run down and dilapidated, with old grungy and filthy concrete slab structures, lost of rusty plate metal, and leaky plumbing.

It feels like TNT Evilution plays even heavier at the Used Future thing, and that's one of the things I like about it. It's the future, and you know it's the future because they're still using a lot of these old scummy and gross installations, because it saves money.

>> No.6294334 [View]
File: 276 KB, 1875x895, propmaking.png [View same] [iqdb] [saucenao] [google]
6294334

>>6294278
I should clarify that part by the way, they weren't constantly switching methods due to difficulties, in fact only the clay models were troublesome, so after they finished working with the ones they had done, they used some of their fat stack of Wolfensteinbucks to hire a professional modeler to assist.
Even at that point they were doing all kinds of other stuff, it was much more an experimental thing than anything.

The knee wound thing wasn't desperation or anything, it was just a moment of "Hey, wouldn't that be funny?"

>> No.5916164 [View]
File: 276 KB, 1875x895, propmaking.png [View same] [iqdb] [saucenao] [google]
5916164

>>5915741
>do people just make 3D models first then convert them to spritework
That's one way to do it. In truth, there's a lot of approaches which work, assuming you put in the effort. Doom itself is an excellent example of this.

I tend to hand draw a lot, or paint over and hack up and frankenstein together things.

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